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is there a server-side way to measure approximate client fps? or detect lag spikes clientside?
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I don't think it's possible to measure fps, but tps is possible by checking the delay between ticks, but that's affected by unstable connections
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maybe comparison of keep alives and ping pong? ping pong is synced to main thread whereas keepalive are responded to directly
If you want to spam more packets maybe
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Feature description
is there a server-side way to measure approximate client fps? or detect lag spikes clientside?
The text was updated successfully, but these errors were encountered: